diff options
author | Robert Adams | 2015-09-08 04:54:16 -0700 |
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committer | Robert Adams | 2015-09-08 04:54:16 -0700 |
commit | e5367d822be9b05e74c859afe2d2956a3e95aa33 (patch) | |
tree | e904050a30715df587aa527d7f313755177726a7 /OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs | |
parent | add lost admin_reset_land method (diff) | |
parent | Deleted access control spec from [LoginService] section of standalone config.... (diff) | |
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Merge of ubitworkvarnew with opensim/master as of 20150905.
This integrates the OpenSim refactoring to make physics, etc into modules.
AVN physics hasn't been moved to new location.
Does not compile yet.
Merge branch 'osmaster' into mbworknew1
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs')
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs | 440 |
1 files changed, 440 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs new file mode 100755 index 0000000..cd59b65 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs | |||
@@ -0,0 +1,440 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework; | ||
33 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
34 | |||
35 | using Nini.Config; | ||
36 | using log4net; | ||
37 | |||
38 | using OpenMetaverse; | ||
39 | |||
40 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
41 | { | ||
42 | public sealed class BSTerrainMesh : BSTerrainPhys | ||
43 | { | ||
44 | static string LogHeader = "[BULLETSIM TERRAIN MESH]"; | ||
45 | |||
46 | private float[] m_savedHeightMap; | ||
47 | int m_sizeX; | ||
48 | int m_sizeY; | ||
49 | |||
50 | BulletShape m_terrainShape; | ||
51 | BulletBody m_terrainBody; | ||
52 | |||
53 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) | ||
54 | : base(physicsScene, regionBase, id) | ||
55 | { | ||
56 | } | ||
57 | |||
58 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */) | ||
59 | : base(physicsScene, regionBase, id) | ||
60 | { | ||
61 | } | ||
62 | |||
63 | // Create terrain mesh from a heightmap. | ||
64 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | ||
65 | Vector3 minCoords, Vector3 maxCoords) | ||
66 | : base(physicsScene, regionBase, id) | ||
67 | { | ||
68 | int indicesCount; | ||
69 | int[] indices; | ||
70 | int verticesCount; | ||
71 | float[] vertices; | ||
72 | |||
73 | m_savedHeightMap = initialMap; | ||
74 | |||
75 | m_sizeX = (int)(maxCoords.X - minCoords.X); | ||
76 | m_sizeY = (int)(maxCoords.Y - minCoords.Y); | ||
77 | |||
78 | bool meshCreationSuccess = false; | ||
79 | if (BSParam.TerrainMeshMagnification == 1) | ||
80 | { | ||
81 | // If a magnification of one, use the old routine that is tried and true. | ||
82 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(m_physicsScene, | ||
83 | initialMap, m_sizeX, m_sizeY, // input size | ||
84 | Vector3.Zero, // base for mesh | ||
85 | out indicesCount, out indices, out verticesCount, out vertices); | ||
86 | } | ||
87 | else | ||
88 | { | ||
89 | // Other magnifications use the newer routine | ||
90 | meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(m_physicsScene, | ||
91 | initialMap, m_sizeX, m_sizeY, // input size | ||
92 | BSParam.TerrainMeshMagnification, | ||
93 | physicsScene.TerrainManager.DefaultRegionSize, | ||
94 | Vector3.Zero, // base for mesh | ||
95 | out indicesCount, out indices, out verticesCount, out vertices); | ||
96 | } | ||
97 | if (!meshCreationSuccess) | ||
98 | { | ||
99 | // DISASTER!! | ||
100 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); | ||
101 | m_physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); | ||
102 | // Something is very messed up and a crash is in our future. | ||
103 | return; | ||
104 | } | ||
105 | |||
106 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", | ||
107 | BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); | ||
108 | |||
109 | m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices); | ||
110 | if (!m_terrainShape.HasPhysicalShape) | ||
111 | { | ||
112 | // DISASTER!! | ||
113 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); | ||
114 | m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); | ||
115 | // Something is very messed up and a crash is in our future. | ||
116 | return; | ||
117 | } | ||
118 | |||
119 | Vector3 pos = regionBase; | ||
120 | Quaternion rot = Quaternion.Identity; | ||
121 | |||
122 | m_terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); | ||
123 | if (!m_terrainBody.HasPhysicalBody) | ||
124 | { | ||
125 | // DISASTER!! | ||
126 | m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); | ||
127 | // Something is very messed up and a crash is in our future. | ||
128 | return; | ||
129 | } | ||
130 | physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin); | ||
131 | |||
132 | // Set current terrain attributes | ||
133 | m_physicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); | ||
134 | m_physicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); | ||
135 | m_physicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); | ||
136 | m_physicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold); | ||
137 | m_physicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); | ||
138 | |||
139 | // Static objects are not very massive. | ||
140 | m_physicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); | ||
141 | |||
142 | // Put the new terrain to the world of physical objects | ||
143 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_terrainBody); | ||
144 | |||
145 | // Redo its bounding box now that it is in the world | ||
146 | m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_terrainBody); | ||
147 | |||
148 | m_terrainBody.collisionType = CollisionType.Terrain; | ||
149 | m_terrainBody.ApplyCollisionMask(m_physicsScene); | ||
150 | |||
151 | if (BSParam.UseSingleSidedMeshes) | ||
152 | { | ||
153 | m_physicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); | ||
154 | m_physicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); | ||
155 | } | ||
156 | |||
157 | // Make it so the terrain will not move or be considered for movement. | ||
158 | m_physicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); | ||
159 | } | ||
160 | |||
161 | public override void Dispose() | ||
162 | { | ||
163 | if (m_terrainBody.HasPhysicalBody) | ||
164 | { | ||
165 | m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_terrainBody); | ||
166 | // Frees both the body and the shape. | ||
167 | m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_terrainBody); | ||
168 | m_terrainBody.Clear(); | ||
169 | m_terrainShape.Clear(); | ||
170 | } | ||
171 | } | ||
172 | |||
173 | public override float GetTerrainHeightAtXYZ(Vector3 pos) | ||
174 | { | ||
175 | // For the moment use the saved heightmap to get the terrain height. | ||
176 | // TODO: raycast downward to find the true terrain below the position. | ||
177 | float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
178 | |||
179 | int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X; | ||
180 | try | ||
181 | { | ||
182 | ret = m_savedHeightMap[mapIndex]; | ||
183 | } | ||
184 | catch | ||
185 | { | ||
186 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
187 | m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | ||
188 | LogHeader, TerrainBase, pos); | ||
189 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
190 | } | ||
191 | return ret; | ||
192 | } | ||
193 | |||
194 | // The passed position is relative to the base of the region. | ||
195 | public override float GetWaterLevelAtXYZ(Vector3 pos) | ||
196 | { | ||
197 | return m_physicsScene.SimpleWaterLevel; | ||
198 | } | ||
199 | |||
200 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | ||
201 | // Return 'true' if successfully created. | ||
202 | public static bool ConvertHeightmapToMesh( BSScene physicsScene, | ||
203 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap | ||
204 | Vector3 extentBase, // base to be added to all vertices | ||
205 | out int indicesCountO, out int[] indicesO, | ||
206 | out int verticesCountO, out float[] verticesO) | ||
207 | { | ||
208 | bool ret = false; | ||
209 | |||
210 | int indicesCount = 0; | ||
211 | int verticesCount = 0; | ||
212 | int[] indices = new int[0]; | ||
213 | float[] vertices = new float[0]; | ||
214 | |||
215 | // Simple mesh creation which assumes magnification == 1. | ||
216 | // TODO: do a more general solution that scales, adds new vertices and smoothes the result. | ||
217 | |||
218 | // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop | ||
219 | // from zero to <= sizeX). The triangle indices are then generated as two triangles | ||
220 | // per heightmap point. There are sizeX by sizeY of these squares. The extra row and | ||
221 | // column of vertices are used to complete the triangles of the last row and column | ||
222 | // of the heightmap. | ||
223 | try | ||
224 | { | ||
225 | // One vertice per heightmap value plus the vertices off the side and bottom edge. | ||
226 | int totalVertices = (sizeX + 1) * (sizeY + 1); | ||
227 | vertices = new float[totalVertices * 3]; | ||
228 | int totalIndices = sizeX * sizeY * 6; | ||
229 | indices = new int[totalIndices]; | ||
230 | |||
231 | if (physicsScene != null) | ||
232 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3}", | ||
233 | BSScene.DetailLogZero, totalVertices, totalIndices, extentBase); | ||
234 | float minHeight = float.MaxValue; | ||
235 | // Note that sizeX+1 vertices are created since there is land between this and the next region. | ||
236 | for (int yy = 0; yy <= sizeY; yy++) | ||
237 | { | ||
238 | for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times | ||
239 | { | ||
240 | int offset = yy * sizeX + xx; | ||
241 | // Extend the height with the height from the last row or column | ||
242 | if (yy == sizeY) offset -= sizeX; | ||
243 | if (xx == sizeX) offset -= 1; | ||
244 | float height = heightMap[offset]; | ||
245 | minHeight = Math.Min(minHeight, height); | ||
246 | vertices[verticesCount + 0] = (float)xx + extentBase.X; | ||
247 | vertices[verticesCount + 1] = (float)yy + extentBase.Y; | ||
248 | vertices[verticesCount + 2] = height + extentBase.Z; | ||
249 | verticesCount += 3; | ||
250 | } | ||
251 | } | ||
252 | verticesCount = verticesCount / 3; | ||
253 | |||
254 | for (int yy = 0; yy < sizeY; yy++) | ||
255 | { | ||
256 | for (int xx = 0; xx < sizeX; xx++) | ||
257 | { | ||
258 | int offset = yy * (sizeX + 1) + xx; | ||
259 | // Each vertices is presumed to be the upper left corner of a box of two triangles | ||
260 | indices[indicesCount + 0] = offset; | ||
261 | indices[indicesCount + 1] = offset + 1; | ||
262 | indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column | ||
263 | indices[indicesCount + 3] = offset + 1; | ||
264 | indices[indicesCount + 4] = offset + sizeX + 2; | ||
265 | indices[indicesCount + 5] = offset + sizeX + 1; | ||
266 | indicesCount += 6; | ||
267 | } | ||
268 | } | ||
269 | |||
270 | ret = true; | ||
271 | } | ||
272 | catch (Exception e) | ||
273 | { | ||
274 | if (physicsScene != null) | ||
275 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", | ||
276 | LogHeader, physicsScene.RegionName, extentBase, e); | ||
277 | } | ||
278 | |||
279 | indicesCountO = indicesCount; | ||
280 | indicesO = indices; | ||
281 | verticesCountO = verticesCount; | ||
282 | verticesO = vertices; | ||
283 | |||
284 | return ret; | ||
285 | } | ||
286 | |||
287 | private class HeightMapGetter | ||
288 | { | ||
289 | private float[] m_heightMap; | ||
290 | private int m_sizeX; | ||
291 | private int m_sizeY; | ||
292 | public HeightMapGetter(float[] pHeightMap, int pSizeX, int pSizeY) | ||
293 | { | ||
294 | m_heightMap = pHeightMap; | ||
295 | m_sizeX = pSizeX; | ||
296 | m_sizeY = pSizeY; | ||
297 | } | ||
298 | // The heightmap is extended as an infinite plane at the last height | ||
299 | public float GetHeight(int xx, int yy) | ||
300 | { | ||
301 | int offset = 0; | ||
302 | // Extend the height with the height from the last row or column | ||
303 | if (yy >= m_sizeY) | ||
304 | if (xx >= m_sizeX) | ||
305 | offset = (m_sizeY - 1) * m_sizeX + (m_sizeX - 1); | ||
306 | else | ||
307 | offset = (m_sizeY - 1) * m_sizeX + xx; | ||
308 | else | ||
309 | if (xx >= m_sizeX) | ||
310 | offset = yy * m_sizeX + (m_sizeX - 1); | ||
311 | else | ||
312 | offset = yy * m_sizeX + xx; | ||
313 | |||
314 | return m_heightMap[offset]; | ||
315 | } | ||
316 | } | ||
317 | |||
318 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | ||
319 | // Version that handles magnification. | ||
320 | // Return 'true' if successfully created. | ||
321 | public static bool ConvertHeightmapToMesh2( BSScene physicsScene, | ||
322 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap | ||
323 | int magnification, // number of vertices per heighmap step | ||
324 | Vector3 extent, // dimensions of the output mesh | ||
325 | Vector3 extentBase, // base to be added to all vertices | ||
326 | out int indicesCountO, out int[] indicesO, | ||
327 | out int verticesCountO, out float[] verticesO) | ||
328 | { | ||
329 | bool ret = false; | ||
330 | |||
331 | int indicesCount = 0; | ||
332 | int verticesCount = 0; | ||
333 | int[] indices = new int[0]; | ||
334 | float[] vertices = new float[0]; | ||
335 | |||
336 | HeightMapGetter hmap = new HeightMapGetter(heightMap, sizeX, sizeY); | ||
337 | |||
338 | // The vertices dimension of the output mesh | ||
339 | int meshX = sizeX * magnification; | ||
340 | int meshY = sizeY * magnification; | ||
341 | // The output size of one mesh step | ||
342 | float meshXStep = extent.X / meshX; | ||
343 | float meshYStep = extent.Y / meshY; | ||
344 | |||
345 | // Create an array of vertices that is meshX+1 by meshY+1 (note the loop | ||
346 | // from zero to <= meshX). The triangle indices are then generated as two triangles | ||
347 | // per heightmap point. There are meshX by meshY of these squares. The extra row and | ||
348 | // column of vertices are used to complete the triangles of the last row and column | ||
349 | // of the heightmap. | ||
350 | try | ||
351 | { | ||
352 | // Vertices for the output heightmap plus one on the side and bottom to complete triangles | ||
353 | int totalVertices = (meshX + 1) * (meshY + 1); | ||
354 | vertices = new float[totalVertices * 3]; | ||
355 | int totalIndices = meshX * meshY * 6; | ||
356 | indices = new int[totalIndices]; | ||
357 | |||
358 | if (physicsScene != null) | ||
359 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,inSize={1},outSize={2},totVert={3},totInd={4},extentBase={5}", | ||
360 | BSScene.DetailLogZero, new Vector2(sizeX, sizeY), new Vector2(meshX, meshY), | ||
361 | totalVertices, totalIndices, extentBase); | ||
362 | |||
363 | float minHeight = float.MaxValue; | ||
364 | // Note that sizeX+1 vertices are created since there is land between this and the next region. | ||
365 | // Loop through the output vertices and compute the mediun height in between the input vertices | ||
366 | for (int yy = 0; yy <= meshY; yy++) | ||
367 | { | ||
368 | for (int xx = 0; xx <= meshX; xx++) // Hint: the "<=" means we go around sizeX + 1 times | ||
369 | { | ||
370 | float offsetY = (float)yy * (float)sizeY / (float)meshY; // The Y that is closest to the mesh point | ||
371 | int stepY = (int)offsetY; | ||
372 | float fractionalY = offsetY - (float)stepY; | ||
373 | float offsetX = (float)xx * (float)sizeX / (float)meshX; // The X that is closest to the mesh point | ||
374 | int stepX = (int)offsetX; | ||
375 | float fractionalX = offsetX - (float)stepX; | ||
376 | |||
377 | // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,xx={1},yy={2},offX={3},stepX={4},fractX={5},offY={6},stepY={7},fractY={8}", | ||
378 | // BSScene.DetailLogZero, xx, yy, offsetX, stepX, fractionalX, offsetY, stepY, fractionalY); | ||
379 | |||
380 | // get the four corners of the heightmap square the mesh point is in | ||
381 | float heightUL = hmap.GetHeight(stepX , stepY ); | ||
382 | float heightUR = hmap.GetHeight(stepX + 1, stepY ); | ||
383 | float heightLL = hmap.GetHeight(stepX , stepY + 1); | ||
384 | float heightLR = hmap.GetHeight(stepX + 1, stepY + 1); | ||
385 | |||
386 | // bilinear interplolation | ||
387 | float height = heightUL * (1 - fractionalX) * (1 - fractionalY) | ||
388 | + heightUR * fractionalX * (1 - fractionalY) | ||
389 | + heightLL * (1 - fractionalX) * fractionalY | ||
390 | + heightLR * fractionalX * fractionalY; | ||
391 | |||
392 | // physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh2,heightUL={1},heightUR={2},heightLL={3},heightLR={4},heightMap={5}", | ||
393 | // BSScene.DetailLogZero, heightUL, heightUR, heightLL, heightLR, height); | ||
394 | |||
395 | minHeight = Math.Min(minHeight, height); | ||
396 | |||
397 | vertices[verticesCount + 0] = (float)xx * meshXStep + extentBase.X; | ||
398 | vertices[verticesCount + 1] = (float)yy * meshYStep + extentBase.Y; | ||
399 | vertices[verticesCount + 2] = height + extentBase.Z; | ||
400 | verticesCount += 3; | ||
401 | } | ||
402 | } | ||
403 | // The number of vertices generated | ||
404 | verticesCount /= 3; | ||
405 | |||
406 | // Loop through all the heightmap squares and create indices for the two triangles for that square | ||
407 | for (int yy = 0; yy < meshY; yy++) | ||
408 | { | ||
409 | for (int xx = 0; xx < meshX; xx++) | ||
410 | { | ||
411 | int offset = yy * (meshX + 1) + xx; | ||
412 | // Each vertices is presumed to be the upper left corner of a box of two triangles | ||
413 | indices[indicesCount + 0] = offset; | ||
414 | indices[indicesCount + 1] = offset + 1; | ||
415 | indices[indicesCount + 2] = offset + meshX + 1; // accounting for the extra column | ||
416 | indices[indicesCount + 3] = offset + 1; | ||
417 | indices[indicesCount + 4] = offset + meshX + 2; | ||
418 | indices[indicesCount + 5] = offset + meshX + 1; | ||
419 | indicesCount += 6; | ||
420 | } | ||
421 | } | ||
422 | |||
423 | ret = true; | ||
424 | } | ||
425 | catch (Exception e) | ||
426 | { | ||
427 | if (physicsScene != null) | ||
428 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", | ||
429 | LogHeader, physicsScene.RegionName, extentBase, e); | ||
430 | } | ||
431 | |||
432 | indicesCountO = indicesCount; | ||
433 | indicesO = indices; | ||
434 | verticesCountO = verticesCount; | ||
435 | verticesO = vertices; | ||
436 | |||
437 | return ret; | ||
438 | } | ||
439 | } | ||
440 | } | ||